#version 430 core
out vec4 FragColor;

in vec3 positionWS;
in vec3 normalWS;
in vec2 uv;

uniform vec3 lightColor;
uniform vec3 lightDir;
uniform sampler2D texture0;

void main()
{
    vec3 albedo = texture(texture0, uv).xyz;
    vec3 L = normalize(lightDir);
    vec3 N = normalize(normalWS);
    float NoL = dot(N, L);
    vec3 color = albedo * lightColor * NoL;
    FragColor = vec4(albedo, 1.0);
}